Science Not Invited

by RedRafe

Choose which science packs will be needed to research technologies. The cost of science packs not used will be evenly distributed among the remaining one(s), other game mechanics remain untouched. This mods opens new ways of designing your base, wether you'd like to build a mega base and research infinite tech without the need to build all the science or complete giant overhaul mod packs skipping some science packs.

Tweaks
a month ago
1.1 - 2.0
2.80K
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Suggestion

posted by Unitaz-Engineer 28 days ago
Ideas & suggestions
4
last message by Unitaz-Engineer 15 days ago

[WIP] Suggestion

posted by ShadowWolf22 2 months ago
General
1
last message by RedRafe 2 months ago

[Solved] suggestion for the mod

posted by RottenWater 3 months ago
General
2
last message by RottenWater 3 months ago

[Solved] Update to 2.0?

posted by ErubianWarlord 4 months ago
General
3
last message by VenatorX7 4 months ago

Settings do nothing in Pyanodons

posted by ElvenAlchemy 1 year, 7 months ago
Bugs
0
last message by ElvenAlchemy 1 year, 7 months ago

[Solved] Exotic Industries

posted by BrauerDeluxe 1 year, 11 months ago
General
3
last message by RedRafe 1 year, 11 months ago

[Solved] Angels Bio-Token Science not eliminated from some techs even if i checked to...

posted by Damgam 1 year, 11 months ago
Bugs
1
last message by RedRafe 1 year, 11 months ago

[Solved] SE/K2 Missing Science Packs

posted by ElvenAlchemy 1 year, 11 months ago
General
1
last message by RedRafe 1 year, 11 months ago

[Solved] How to handle no science

posted by CaitSith2 2 years ago
Ideas & suggestions
3
last message by RedRafe 1 year, 11 months ago

[Solved] Krastorio 2 Basic Tech Card

posted by joshissac 2 years ago
General
3
last message by RedRafe 1 year, 11 months ago

[Darkstar] - Mod idea

posted by Sgamez 3 years ago
Ideas & suggestions
5
last message by Sgamez 3 years ago

[SE, Bobs] - Load order

posted by Gorillamann 3 years ago
Ideas & suggestions
6
last message by RedRafe 3 years ago